/*
 * Copyright (C) 2008-2010 TrinityCore <http://www.trinitycore.org/>
 * Copyright (C) 2006-2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
 *
 * This program is free software; you can redistribute it and/or modify it
 * under the terms of the GNU General Public License as published by the
 * Free Software Foundation; either version 2 of the License, or (at your
 * option) any later version.
 *
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
 * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
 * more details.
 *
 * You should have received a copy of the GNU General Public License along
 * with this program. If not, see <http://www.gnu.org/licenses/>.
 */

/* ScriptData
 SDName: Teldrassil
 SD%Complete: 100
 SDComment: Quest support: 938
 SDCategory: Teldrassil
 EndScriptData */

/* ContentData
 npc_mist
 EndContentData */

#include "ScriptPCH.h"
#include "ScriptedFollowerAI.h"

/*####
 # npc_mist
 ####*/

enum eMist {
	SAY_AT_HOME = -1000323,
	EMOTE_AT_HOME = -1000324,
	QUEST_MIST = 938,
	NPC_ARYNIA = 3519,
	FACTION_DARNASSUS = 79
};

class npc_mist: public CreatureScript {
public:
	npc_mist() :
			CreatureScript("npc_mist") {
	}

	bool OnQuestAccept(Player* pPlayer, Creature* pCreature,
			Quest const* pQuest) {
		if (pQuest->GetQuestId() == QUEST_MIST) {
			if (npc_mistAI* pMistAI = CAST_AI(npc_mist::npc_mistAI, pCreature->AI()))
				pMistAI->StartFollow(pPlayer, FACTION_DARNASSUS, pQuest);
		}

		return true;
	}

	CreatureAI* GetAI(Creature* pCreature) const {
		return new npc_mistAI(pCreature);
	}

	struct npc_mistAI: public FollowerAI {
		npc_mistAI(Creature* pCreature) :
				FollowerAI(pCreature) {
		}

		void Reset() {
		}

		void MoveInLineOfSight(Unit *pWho) {
			FollowerAI::MoveInLineOfSight(pWho);

			if (!me->getVictim() && !HasFollowState(STATE_FOLLOW_COMPLETE)
					&& pWho->GetEntry() == NPC_ARYNIA) {
				if (me->IsWithinDistInMap(pWho, 10.0f)) {
					DoScriptText(SAY_AT_HOME, pWho);
					DoComplete();
				}
			}
		}

		void DoComplete() {
			DoScriptText(EMOTE_AT_HOME, me);

			if (Player* pPlayer = GetLeaderForFollower()) {
				if (pPlayer->GetQuestStatus(QUEST_MIST)
						== QUEST_STATUS_INCOMPLETE)
					pPlayer->GroupEventHappens(QUEST_MIST, me);
			}

			//The follow is over (and for later development, run off to the woods before really end)
			SetFollowComplete();
		}

		//call not needed here, no known abilities
		/*void UpdateFollowerAI(const uint32 uiDiff)
		 {
		 if (!UpdateVictim())
		 return;

		 DoMeleeAttackIfReady();
		 }*/
	};
};

void AddSC_teldrassil() {
	new npc_mist();
}
